popertots
950f02c2e1
rework pathfinding, game entity fog rendering, and tilemap usage
2025-05-27 23:10:54 +01:00
popertots
d2dd70caa0
add trees
2025-05-23 17:09:58 +01:00
popertots
ac033de136
rework occlusion events
2025-05-23 14:01:28 +01:00
popertots
a245f35332
Refactor visibility system to use component-based approach
...
- Introduce VisibleGameEntity component for entities needing visibility logic
- Move Z-index based visibility calculations to dedicated system
- Update both citizens and logs to use new visibility system
- Remove duplicated visibility logic from citizen movement system
- Add compute_visibility_of_game_entities system to Update phase
This improves modularity by separating visibility concerns from movement systems.
2025-05-22 13:06:27 +01:00
popertots
a83f71addd
Fix pathing
2025-05-12 21:49:10 +01:00
popertots
e2ccd0cead
Log (wip), parallelisation
2025-05-11 22:58:25 +01:00
popertots
31e6eb29b2
camera zooming
2025-05-09 18:13:28 +01:00
popertots
e3ea662668
fake fog, better parallelisation
2025-05-07 20:13:29 +01:00
popertots
6f4de57f1b
average composite on terrain sprites
2025-05-06 22:31:31 +01:00
popertots
6f82b904fe
fix terrain ordering
2025-05-06 14:24:29 +01:00
popertots
49095cc47f
terrain quilting scaling fix
2025-05-05 23:09:28 +01:00
popertots
5726a68efb
Terrain quilting
2025-05-05 00:09:12 +01:00
popertots
c061ecc082
fix terrain z scrolling
2025-05-04 01:08:58 +01:00
popertots
9df3f7ecaf
manhattan to octile
2025-05-03 20:27:44 +01:00
popertots
b5a3fd1714
clippy
2025-05-02 20:58:18 +01:00
popertots
18756b2366
fix unloadng of temp terrain
2025-05-02 20:53:04 +01:00
popertots
b7261ae847
bevy 0.16 migration
2025-05-02 19:27:23 +01:00
popertots
9f264f230e
revert to non-benchmark
2025-05-02 18:20:32 +01:00
StephenAdamson
4ba6fecc27
batch sprite 1
2025-02-08 00:23:49 +00:00
StephenAdamson
4089851734
benchmark
2025-02-06 21:32:30 +00:00
StephenAdamson
6161c21e22
Singular tiles resource
2025-02-01 01:07:39 +00:00
StephenAdamson
501c66a1b0
better dorf z
2025-01-25 16:54:27 +00:00
popertots
7143a9dded
working path finding, non working targeting
2025-01-24 17:20:45 +00:00
popertots
ca3fcc00ff
path 2
2025-01-21 23:39:00 +00:00
StephenAdamson
bb3905e6b9
minor
2025-01-21 21:02:40 +00:00
popertots
53b95f452f
Fixed targeting for citizen movement
2025-01-19 22:13:24 +00:00
StephenAdamson
594131a372
movement redo part 1
2025-01-17 23:58:19 +00:00
StephenAdamson
0af88c213d
partial a*
2025-01-17 20:05:08 +00:00
StephenAdamson
7b8142afd2
0.15.1, fps
2025-01-16 21:35:04 +00:00
StephenAdamson
d2e9bb0cf3
Chunking 3
2025-01-15 19:50:18 +00:00
StephenAdamson
7f1ec77ab0
Tilemap chunking part 2
2025-01-14 23:52:09 +00:00
StephenAdamson
c88067437c
art
2025-01-13 21:02:55 +00:00
popertots
6c3232df74
chunk2?
2025-01-08 01:33:18 +00:00
StephenAdamson
ed88d5bdce
partial chunking
2025-01-07 21:35:44 +00:00
StephenAdamson
11ba882d54
images
2024-12-30 22:19:25 +00:00
StephenAdamson
73dcbd4102
global tilemap (ish)
2024-12-30 22:18:20 +00:00
popertots
a4342c9aa0
start con_text
2024-12-29 19:03:26 +00:00
StephenAdamson
3aadb8bb78
Separate floor from fixture
2024-12-29 00:45:07 +00:00
StephenAdamson
7da420a66e
slow scan
2024-12-20 23:00:26 +00:00
StephenAdamson
1d292d080b
Noise surface
2024-12-20 22:45:30 +00:00
StephenAdamson
4141a1b430
remove comment
2024-12-20 00:28:59 +00:00
StephenAdamson
d78314eb51
baked occlusion bit mapping
2024-12-20 00:28:28 +00:00
StephenAdamson
b47e6cce69
barrel
2024-12-18 00:38:25 +00:00
StephenAdamson
fbeaf775bf
cleanup
2024-12-18 00:22:52 +00:00
StephenAdamson
18d587fdea
cleanup
2024-12-18 00:09:13 +00:00
StephenAdamson
d107626b32
changeable z index, with occlusion
2024-12-17 21:30:46 +00:00
StephenAdamson
caacf4e072
occlusion part 2
2024-12-17 21:10:21 +00:00
StephenAdamson
80afd547e5
Occlusion attempt 1
2024-12-17 19:44:54 +00:00
popertots
8d89f86c69
z sorting attempt
2024-12-14 01:04:52 +00:00
StephenAdamson
bf3ddd0e74
attempt noise gen
2024-12-14 00:03:52 +00:00